Cage's claim that the industry refuses to grow up comes from the top-selling games of all time only being limited to a handful of genres and repetitive themes in games. Cage's heavy emphasis on repetitive themes is explained through games like Wolfenstein carrying on into current games such as Call of Duty, pointing out that most games are based on violent actions or platforming.
Those who read my post two weeks ago may have already gleaned that I do not think favorably of David Cage's presentation. The enormous amount of generalization done in his speech is ridiculous. There are plenty of games out there that don't fit into his formula; games like survival horror Silent Hill, creativity sinks like Minecraft, or even simple puzzle games like Tetris.
Cage then goes onto say that the audience for games hasn't changed either. This is of course, completely ridiculous, as it was only in the last ten or fifteen years that figures of the industry used the word "casual" to refer to a genre of games. Everything Cage has called the industry out on so far can be easily argued against with multiple example, assuming that "But will it make money?" won't be used as a counter-argument.
However, I'm not going to snub David Cage just for challenging the way that gamers think. There are some nuggets of truth in what he said. In fact, the rise of casual gaming was a marketing strategy by Nintendo. There used to be a brilliant article on it called "Birdmen and the Casual Fallacy" that has unfortunately disappeared from the internet that detailed how Nintendo conquered the casual market simply because other companies had no clue that it even existed. Appealing to an older market like Cage suggests could recreate this success by targeting a crowd that the gaming industry hasn't really paid much attention to.
Past that, Cage talks about how traditional gaming is under pressure from digital distribution and platforms such as Android and iOS gaming. He then mentions how lack of innovation is a problem within the gaming industry. He moves onto mentioning that story isn't a big focus in the industry, and that this issue can be solved by connecting better with Hollywood, and letting writers from movies tackle that aspect of gaming. Cage's talk on censorship is also an interesting point. Lots of games only really use their "M" rating to allow copious amounts of blood to be spilled. Cage's talk about how games should address sexuality or other "taboo" ideas is fantastic. Cage claims that movies and television are allowed to go much further than games can, and that as long as it's in context, there should be no reason to censor violence and sexuality within video games.
That being said, I have to move on to some criticisms: I really want to hear what kind of games Cage would think will appeal to an as of now non-existent market. Cage never really details what kind of people these would be, so it's difficult to plan around no details, but wasn't the whole point of the "casual game boom" so that people who wouldn't normally play games would be more inclined to do so? It seems like Cage is telling the industry to corner a market that has already been targeted. If Cage means to appeal to the elderly or intellectuals for example, then should we treat this as its own niche? I guess that's what Cage is going for, but again, casual games already fulfill that to a degree. Cage should be showing us what kinds of ideas he has to accomplish this goal before we'll listen more closely.
Additionally, Cage's own game, Indigo Prophecy (Fahrenheit outside of the U.S.) had multiple scenes censored, but kept a handful because they had context. While it shows maturity to call out your own mistakes, isn't it sort of hypocritical to cite your own mistakes as something that should be avoided in order to lend credibility to the industry? Furthermore, games like Silent Hill 2 and Catherine embraced these censorship limitations in their plot, which serve as a sort of counterpoint to Cage's insistence that game companies should be inspired by Hollywood when creating plots. Silent Hill 2's use of symbolism allowed the player to explore and interpret it themselves in a great example of showing versus telling, and Catherine had cutscenes that intentionally showed little to no "explicit" content in order to throw the player for a loop in an ensuing plot twist. Additionally, I'll leave it up to the reader to decide if games are as heavily censored as Cage seems to think they are by linking an article that I recently at the end of this post. The article is about how the American publisher of the aforementioned Catherine, Atlus U.S.A. managed to convince family-friendly retailers like Wal-Mart and Target to stock Catherine by showing these retailers scenes from the games that these stores already stocked that contained scenes more explicit than the ones found in their product.
Which must have felt like a slap in the face to the companies that Atlus called out. |
Another conundrum within Cage's speech is that he talks about how games are different because they're an interactive medium, yet he says that writers for movies - which are a distinctly non-interactive medium - should be involved with video games. Are movie writers better qualified to incorporate interactive options into a script than programmers? Cage also talks about how huge talents from Hollywood should be incorporated into video games despite the industry already using legions of established voice actors on a regular basis, as well as there being the inverse of past games like Apocalypse touting the big-name actors they pulled on board, but ultimately only amounting to having a famous guy talking. If we've already got tons of willing actors at hand, why should we uproot them to bring in people who may not even do a better job?
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A voice actor on Twitter voicing his opinion on David Cage's speech. |
Here's how I see it: Cage is frustrated at the current state of the industry because they're less accepting of riskier, experimental titles like the ones he has designed in the past. That's fine, it's alright to be upset with the system. Remember when George Lucas made the original trilogy of Star Wars? How about all those incredible Spielberg movies like Jaws, E.T. and The Duel from the 70's and 80's? They were both discontent with the system and rebelled against it. Challenging the system is a great way to improve the quality of yourself and the ones around you by showing everybody what can be done when you flaunt established convention. That being said, I've spent this whole blog post poking holes in Cage's argument, so why should the industry try something this problematic if it doesn't sound good? David Cage's games are notorious for having little interactivity and being more along the lines of movies that involve button-pressing now and then. David Cage's solutions come off as attempts to make the game industry conform to his vision of art in an interactive medium, despite the limited interactivity of his projects. Cage's vision of "risky, ambitious games" doesn't match up with what he provides, so unless Cage puts his own games on the line then I really don't see how to make the game industry buy into it.
Additionally, a friend on Facebook linked an article shortly before I planned on publishing this post with quotes from Hideo Kojima of Metal Gear Solid fame detailing one of his upcoming projects. In the article, Kojima claims that the upcoming Metal Gear Solid: Ground Zeroes will contain "taboo"" content and may not sell if it even gets published. However, Kojima stated that "I'm approaching the project as a creator and prioritizing creativity over sales." While I haven't been following Metal Gear Solid much (I only just got my first taste of the franchise this January with Metal Gear Solid 3D: Snake Eater!) this is the kind of attitude that David Cage should have brought to the table; rather than telling us these good ideas on how to rework the industry, he should have manned up and shown the industry what kind of fruits can be borne by having the guts to start such a project rather than telling the industry how to solve something that he sees as a problem. It's the classic match-up of showing vs. telling, and I've spent far too many posts detailing something so basic to talk about it all over again.
Further Reading:
The blog belonging to the person who wrote the "Birdmen and the Casual Fallacy" article that I mentioned
D.I.C.E. Summit's official website
Kotaku's article on Atlus U.S.A. and publishing of Catherine
Eurogamer's article on Kojima's comments about the upcoming Metal Gear Solid: Ground Zeroes